[center][IMG]https://78.media.tumblr.com/63b01644e42630de2f661c550d7c6c37/tumblr_pc3c1fPMWe1w6599so1_1280.png[/IMG] [hider=music] [youtube]https://www.youtube.com/watch?v=qShJ7kEpMiE[/youtube][/hider] [/center] [center][img]https://78.media.tumblr.com/e04c861ab5dfb4bc101caf4204ccbe5f/tumblr_pc3bzhVBhl1w6599so8_1280.png[/img][/center] [center][IMG]/[/IMG][/center] [indent][i]”All you need is a fresh start, right? Oh, If only you were born in a different era, maybe you would be something. A great warrior, a sage, a king, you could be anything! Well, let's not get carried away now. You're no egomaniac after all. You'd need a little bit of help. Something to give you an edge over the bad people that would steal your dreams away. Even so, I think you're lying to yourself. Yes, you'd still be nothing. In fact, I can prove it to you! I'm going to take you to an entirely different world where you can chase that fantasy. And you'll have as many chances as you need to get it right... ”[/i][/indent] [indent]~Lord Talus[/indent] [center][IMG]https://78.media.tumblr.com/47ebc4398397099f4e51028707af271a/tumblr_pc3bzhVBhl1w6599so7_1280.png[/IMG][/center] [indent] Essentially there are two different groups of characters: The Non-natives and the natives. Non-natives are regular people like you and me who got transported into another world. One filled with fantasy and wonder. The natives on the other hand have always been here, and none of that stuff is all that fantastical to them. While this RP borrows from the Re:Zero setting, it will tell it's own story with it's own characters. Most important characters will be replaced with GM controlled ones, and the canon will almost certainly deviate from the anime. For now though it's more or less the same Re: Zero you've come to love. [/indent] [img]https://78.media.tumblr.com/337ec505b319296029d9c8b1a99e7dcb/tumblr_pc3bzhVBhl1w6599so9_250.png[/img] [indent] [hider=Large World Map] [img]https://i.imgur.com/MTUKdbD.jpg[/img] [/hider] The world is a fantastic one, filled with magic, different races, and anything else you'd expect a fantasy universe to have. The story takes place in Lugnica about 30 years before the events of Re:Zero. It's the largest kingdom on the continent, and is overflowing with different cultures and economies throughout. There are a total of about seven main cities, and each has anywhere from two-hundred-thousand to three-hundred-thousand residents. There are many smaller cities however, as well as towns and villages that populate the country. Though there are fair number of of ruins, wild forests, and other mysterious places to explore. The world is largely wild and untamed. A race war has just ended between the kingdom and the demi Humans. Tensions are high, and war criminals are still being caught. As you can imagine, there's quite a bit of discrimination against half breeds. The city of Priestella will be everyone's starting location. Though the adventure will expand to the far corners of the continent. [/indent] [img]https://78.media.tumblr.com/a15978b9b9b25fb25b446259a8816f40/tumblr_pc3bzhVBhl1w6599so1_250.png[/img] [indent] [hider=Priestella] [img]https://i.imgur.com/rKDT5d3.jpg[/img] Hero’s district – A district that is heavily guarded, as the sales of weapons and armor transpire here. Because of the high concentration of troops in this area, there is hardly any crime. Gods – A district where people go to worship. There are all manner of churches and temples in this area. The Nobles District – Self explanatory, a district for the nobles and the wealthy. You can practically smell the gold. The Cham – This is where the commoners live. Street merchants and entertainers make a living here, and there are a number of taverns. Suttlings Basin – More housing, for the very poorest in Priestella. It's been overtaken by crime and has become a slum. The Golden Quarter – District for the Merchants and Artisans. If you want to shop, you should go here. The Quagmire – A small area with it's foundation softened by the water line. Nothing can be built here, and aquatic beasts sometimes show up in this area. Very dangerous. The Docks – A port filled with all manner of vessels, from fishing ships to merchant barges. [/hider] Flugels Tree - A colossal tree between the Capitol and Priestella that serves as a marker for travelers. Roswaal Manor - A manor in the countryside that is surrounded by villages. There is less prejudice against other races here, as the master doesn't peruse the hunt of witches. He's away, so his estate is currently managed by his servants. Elior Forest - A frozen forest near Roswaal Manor. Former home of the Elves. Augria Sand Dunes – A far eastern dessert ruled by powerful beasts. Most who come here never return. The Witch Shrine – A shrine in the sand dunes. The Witch of Envy is sealed here. Those that can smell the witch sometimes get sick just by being near the shrine. [/indent] [center][IMG]https://78.media.tumblr.com/14c5756cdf81fd8214b602180d327965/tumblr_pc3bzhVBhl1w6599so4_400.png[/IMG][/center] [indent] You have six elements: Fire, Water, Earth, Wind, Yin (Shadow), and Yang (light). The first four are the most common, with light and shadow being more rare. Most people can only use one type of magic, but there are rare individuals that can make use of more, usually with the help of a blessing. There are also those without any affinities for magic, and can't cast magic. Each elements has it's own standard incantation, which are as follows: Fire - "Goa" Water - "Huma" Earth - "Dona" Wind - "Fura" Yin - "Shamak" Yang - "Jiwald" The four most common magics control the elements, while the two uncommon magics control buffing and debuffing. By prefixing an incantation with "El", "Ur", or "Al", it is possible to modify the incantation to be stronger. There is no rhyme or rhythm to the incantations, although prefixes are known to increase the strength of the magic used, and it's not entirely necessary to even use them once the character has mastered their element. There are many ways to use magic, But here are the two most common ones. The first is typical magic. This is used by drawing upon a gate. A gate is a metaphysical “container” that draws mana out of the environment and stores it for you. Everyone's gate is different, from the amount of mana it can store to the amount of mana it can release at once. By opening your gate, you can release a small amount of mana in the form of a spell. You can damage or destroy your gate if you use it too much, which could cause you to die from mana poisoning. Using gate magic takes practice and experience before it is efficient enough to justify using it. No one is born knowing how to use their gate. The second is Spirit Magic. If you hang out with spirits, they might start to like you and want to forge a contract. From there, it's pretty much the same as the normal way of casting. Just instead of drawing upon your gate, you draw upon the area around you and it's spirit energy. This will cause the area around you and even you yourself to slowly freeze. And your spirit can draw upon your mana to cast powerful spells. There's four types of spirits, little spirits, medium spirits, and full spirits, as well as Artificial spirits who were all made by the Witch of Greed 400 years ago. If you wish to use spirit arts, you'll need to apply for each spirit in your character's arsenal. But the sheet for spirits is much simpler. In this roleplay, individuals magical abilities can be represented by their tap and od. But for simplicity, we're just going to call them Flow and Life energy respectively. Flow is one's ability to discharge mana, while Life Energy is sort of like a sponge inside your body that allows you to hold onto mana. If that wasn't a very good example, a spell caster with low flow and high life energy can cast a lot of very weak spells. Where as a caster with high flow and low life energy could cast a single powerful spell, like Megumeme from konosuba. If you were to damage or destroy your gate through over usage, it would weaken your ability to cast spells. Some spells can temporarily reduce one's ability to use their gate as well. [/indent] [img]https://78.media.tumblr.com/3a331bae792b5a828f3f5a5542ec2ca6/tumblr_pc3bzhVBhl1w6599so2_400.png[/img] [indent] The abilities of the ancient Witches of Sin, contained in individuals who possess witch genes. These genes can be passed down or inherited after certain conditions are met. But people with divine protections cannot take in witch genes. Witch genes allow characters to use authorities, which are the most powerful abilities in all of Lugnicam, and their users should be feared. The Authorities are divided into different types based on sins such as the capital vices. The witch cult and the Archbishops are all wielders of Authorities. Different individual's authorities will manifest in different ways, and it's rumored that using them will drive one insane. In this roleplay, Authorities are represented in two ways. Either you embody the whole sin, and you have the general canon ability for the authority, or you specialize in an aspect of a sin (like the Archbishops of Gluttony) and you’re able to tailor your ability to that aspect. [/indent] [img]https://78.media.tumblr.com/7f8b3cae3bb01ebd6c895306e17ab45d/tumblr_pc3bzhVBhl1w6599so3_500.png[/img] [indent] Blessings given to people by Od Laguna, or the world. They can come in just about any shape, from being gifted with swordplay, being lucky, or having all types of magic. People who have divine blessings know they have them and what they do, like they were born with the knowledge. Blessings with a low utility level are not that uncommon, while powerful ones are extremely rare. Having multiple blessings is even rarer. Because Divine Protections are a gift from Od Laguna, non-natives will not have access to them when the RP starts, and shouldn't include them on their character sheets. They will most likely be acquired during the RP when characters impress Od Laguna enough that she decides to bestow them with one of these sought after blessings. Though Od Laguna will never bestow blessings on someone with witch genes. [/indent] [center][IMG]https://78.media.tumblr.com/5f36568c631d126a54073d363d4d7e9c/tumblr_pc3bzhVBhl1w6599so5_1280.png[/IMG][/center] [indent] Just like Lord Talus promised, you can try to get it right as many times as you'd like. In a nutshell, return by death is a lot like dying in a video game. You just sort of revert back to a “checkpoint”, and the world is exactly the way it was when you reached that checkpoint. The only thing that really carries over is the player's memories. Almost as if at the moment of death, your mind was taken back in time. All of the individuals who have been transferred to this world share this ability. Of course, there are a few rules... -As mentioned, return by death resets everything back to the way it was when you reached a checkpoint. Just like a videogame. The only people who retain any memory of the world before the reset are people with this power. As you overcome major obstacles, the checkpoint will change. -In this roleplay, the person who can trigger return by death will be a random character in the return by death group. This character is called the sentinel. When they die, the world resets, and everyone in the return by death group will retain their memories. -If one tries to tell anyone about this ability, they are struck with fear. Trying to overcome this fear through force of will is not recommended. You may talk about it with others with this power, but not who the sentinel is. -Natives will not start as part of the Return By Death group, but will have the ability to join it in the future. More will be explained once it happens. -Because your memories transfer over, your character will remember that they bought the farm. They will have experienced death. That's not very pleasant, even the toughest of men will admit to that. Short version: You will be able to reset the world every time the sentinel is greeted by death. They will be selected from people in the return by death group by the GM. And of course, it won't be given to anyone who might abuse it to ruin the RP. Natives will remain outside of the return by death group until certain conditions are met. For now though, their minds reset along with the world. [/indent] [center][IMG]https://78.media.tumblr.com/45da31ce841d1d646ee1bad77d56ba80/tumblr_pc3bzhVBhl1w6599so10_1280.png[/IMG][/center] [indent] The story will be divided in to several arcs that make up the entire story. While there will be time to do whatever between arcs, most events that happen will be focused on the arc while it's happening. You can expect lots of party wipes during arcs, as you'll be trying to figure out what needs to happen to clear an obstacle. With each reset, you'll be able to learn a little bit more about what's killing you or what has to happen in order to make a certain outcome more desirable. Most deaths will be planned, but well, accidental deaths can happen too. I don't pretend to know everything. Once an arc is cleared, a new sentinel will be selected. Then you get to figure out who it is all over again. Ideally you wouldn't talk about it OOC, as your characters can't talk about it either. Your characters are unable to mention return by death or that they've come from another world to anyone outside the group. Your character will be struck with fear if they try to, and things will get [i]much[/i] worse if they try to push past it. Last warning. The checkpoint will be decided by a GM, but it will usually be right after a sizable obstacle. Though there could also be one at the start or end of an arc. We'll try not to make it too repetitive. 0th post will contain a lot of useful information, like where the checkpoint is, discoveries you've made (Mono didn't kill the lad with tea) and stuff like the story so far and other information about the current arc. Character death can become permanent if the checkpoint moves past a character's death. You won't be able to save everyone. But if you want to try, I'll be here to laugh at your attempts. [/indent] [center][IMG]https://78.media.tumblr.com/3e768735b838970a836359483dac5c33/tumblr_pc3bzhVBhl1w6599so6_500.png[/IMG][/center] ~ All forms of metagaming, godmodding, powergaming, and the like are prohibited. ~ Keep OOC drama as low as possible. If you do have a problem, take it to PMs. I'll answer within 24 hours most of the time. ~ Dicussing who the sentinel is OOC is not ideal. ~ If it's been a week since your last IC post without any word from you, I may take control of your character(s), and they might not be there for you to take back after 2 weeks. Though I may take control of your character sooner if they are pivotal to moving things forward. Depends on the situation. Notify me if you won't be able to post if you wish for your character to avoid the death penalty.